Shadows over Camelot

Table of Contents

Introduction

Shadows over Camelot is a cooperative game where players are Knights of the Round Table. They must go on different quests to retrieve valuable artifacts, and bring white swords to the round table. On every turn, evil will also progress, possibly adding black swords to the table. There is also potential for a traitor hidden among the knights.

The game is won when 12 swords have been placed on the table, and there are more white swords than black swords. The game is lost if any of the following happens

Heroic Action

You can also sacrifice one life point to perform a second action. The second action must be different than the first.

Special Powers

You may use your special power during your Heroic action phase

Quests

All quests outside of Camelot share these common traits. During quests, ties always go to evil side. At the end of each quest, return the knight(s) to the round table. For all solo quests, all white cards must be removed if the knight is to depart from the quest.

Objective – Solo quest. Play a full house with total value greater than Lancelot’s card

Progression of Evil – Place the Lancelot card on the board. Once the 5th Lancelot card is placed, the quest ends

Heroic action – Place a white card on the board progressing towards a full house. When the fifth white card is played, the quest ends

Victory effect – For the knight in the quest, gain one life, one white sword to table, 4 white cards, and Lancelot’s armor. Flip board over to Dragon’s quest

Loss effect – Lose one life point and gain one black sword. Flip board over to Dragon’s quest

Relic – Whenever the owner draws a black card, draw 2 instead, and choose one. Place the other at the bottom of the black deck. This is the only relic that stays with the player, even when revealed as a traitor

Relic – The knight that played the last white card gains Excalibur. Add one combat strength to any combat quest, including fight against siege engines. At any point during the game, the owner may sacrifice Excalibur to cancel any one black card. This is the only way to prevent a standard black card from coming into play after it is drawn. Excalibur cannot be passed to another knight.

Qhen quest is removed, any further Excalibur cards drawn will add a siege engine instead

Objective – Group quest. Lay down 7 white grail cards face up to win and gain the grail

Progression of Evil – Add a desolation, despair, or dark forest card. Follow text for further instructions. If the 7th black card is placed, the quest is over and lost. Flip over the board.

Heroic action – Add a white grail card to the first available space from the left. If no spaces available, remove the first despair card. If all 7 spaces are covered by white card, the knights win. Flip over the board.

Victory effect – Gain 3 white swords to the round table, share 7 white cards among participating knights, and gain one life for each knight. The knight who played the last card will gain the Holy grail.

Loss effect – Gain 3 black swords to the round table. All participating knights lose one life. The grail is removed from the game.

Relic – If a knight falls to zero health, the owner may let him drink from the Grail and recover 4 life. One time use.

When the Grail quest is flipped over, any further grail black cards will add a siege engine instead.

Camelot is a special area where Knights start at the beginning of the game, and return to at the end of other Quests. There are 2 actions

Draw 2 white cards

Fight a siege engine

End Game

The game ends immediately when the 12th sword is laid on the round table. If the traitor is still hidden, they may reveal their loyalty card to turn 2 white swords into black swords. It is possible to end the game with more than 12 total swords. If there are more white swords than black swords, the game is won in favor of loyal knights.